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thepoey

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Everything posted by thepoey

  1. No notice of wipe, no patch notes, no change log. Wipes were understandable and expected in .63. But at 1.05? Complete garbage. Seriously, what is even the point of playing if this is going to be the procedure going forward? Why bother playing, building a base, doing anything in this game that is a serious time investment? Do you want us just to have coastal deathmatch? I can play PUBG for that. What's the deal? @Greensek
  2. thepoey

    Here is how you make DayZ better on console.

    I only play on FP servers, and I love base building. It just needs a lot of balance tweaks. Removing it completely is not the answer. Tweaking these things to make them more rewarding in the long term and for end game purposes, is the answer. Finding a balance between this, and the central loot economy, is the answer. DayZ without long term goals like base building or cars is not DayZ. It's pubg with a hunger meter. That's not what I signed up to play.
  3. thepoey

    Here is how you make DayZ better on console.

    yikes, nope.
  4. thepoey

    1.06 update

    It's been confirmed multiple times that all of the gameplay elements Livonia is getting will come to Chernarus.
  5. thepoey

    DayZ Livonia PC Open Beta

    Is this general item durability, or in any way related to base building?
  6. thepoey

    NEW DAYZ LIVONIA GAMEPLAY AND NEWS

    Everything Livonia is getting, Chernarus will be getting as well, aside from specific buildings. But any new content hitting the DLC map will also hit the base game; this includes bears, guns, and any gameplay tweaks like fishing.
  7. thepoey

    Stable Update 1.05

    It's definitely kind of annoying that the server hop system makes Coastal Deathmatch slightly easier, but it's really not that difficult to make it back to the coast anyway, especially if you know where you're going and aren't stopping to loot. It's maybe a 20 minute trek at most from most spots on the map. If anything, I still argue that shifting around players trying to server hop at high tier loot areas is ultimately going to make less likely to do so if switching drops them back on the coast, because the trek from the coast is much more dangerous than simply getting there, especially if you don't know where it's going to put you. Coastal Deathmatch is just part of DayZ, for better or for worse. There are always going to be people that want to treat the coast like it's a Fresh Spawn warzone, and it can be annoying, but if this game didn't have the innate fear of being killed on sight by anyone you run into baked into it, it wouldn't be DayZ. If someone's only goal in the game is to head to the coast and kill fresh spawns once they get geared, they are going to find a way to do that anyway. The only true way to combat that tendency is by deepening the reward for endgame content such as cars and base building by making these systems work more consistently in terms of bugs and overall feasibility (cars that don't run the risk of flying off the map and killing you, and bases that can't be destroyed in 10 minutes by anyone with an axe), with more incentive to fortify a single location over the longterm, along with making the PvE elements such as zombies or hostile animals even harsher (mainly in terms of numbers and location) so that players have even more reason to work together to survive, instead of sitting in the apartments in Elektro just blasting fresh spawns for a cheap thrill.
  8. thepoey

    1.06 Suggestions | 34 QoL Improvements

    Have a video of that right here! They were in game very briefly and removed for some reason. Would love to see them come back. Zombie Eating Animation
  9. Been playing DayZ since 2013, I know the deal, thanks. Well aware of the gameplay loop. Obviously, this turned out to not be a "wipe" but the gap in communication that we were even getting an update, what said update entailed, coupled with the initial lack of communication about what happened, was pretty ridiculous. I'm not a "hater"; I'm critical of what is still an unpolished mess after almost 7 years of development time, with increasingly poor communication from the developers to the community. Being frustrated that by, and expressing that frustration, on the official forums, which, by the way, are designed for the community to discuss the game, and pass feedback along to said developers, is not unreasonable. Communicating that frustration to the developers and expecting some kind of explanation, (which, we got by the way, after enough outcry) is normal. They have a public feedback tracker for a reason, after all. I wouldn't be expressing frustration if I ultimately didn't love this game and want what's best for it, and I think that constant bugs and frustrating gameplay hiccups is ultimately bad for retaining a long-term player base and keeping the game healthy. Yeah, this game has made some pretty impressive strides since then, and I still enjoy many core aspects of it, but a lot of it is still frustrating as hell, none of which is acceptable for what is purportedly a finished game. If you want to be delusional about all of that and shoot down any and all feedback because your favorite video game in the whole wide widdle world gets some very valid complaints about it, feel free. I did that kind of thing when I was an 11 year old too. Act like an adult, and accept that some people aren't going to have the same opinions as you regarding the state of this game, and deal with it.
  10. There definitely has been a huge lack in communication this year, and while this probably can be attributed to a lot of former team members leaving, bringing back bi-weekly, or even monthly status reports would go a long way. Edit: As it stands, the lack of clear communication and progress on some of the more troubling aspects of the game's issues really make this game and community feel like kind of an afterthought. There's been a lot of heavy speculation from the community that DayZ is no longer a priority for BI, and development is pretty much petering out to make way for Arma 4, and huge gaps in communication and consistent problems with core performance in the game, (like cars), don't do much to dissuade that idea.
  11. thepoey

    Addressing Current Game Issues

    This is all well and good, but what about cars being literal death traps? This feels like one of the biggest issues in the game right now, and there's been absolutely no communication on solving this problem in 2019.
  12. thepoey

    .

    There's a bug with the new update. Characters are somehow being swapped with other characters. As of now, there's been no word from any of The Devs about this, however. So who knows if it can be reversed. @Greensek @ImpulZ
  13. thepoey

    Stable Update 1.05

    Cooking works fine so far, unless you were having kind of weird desync issue or doing something incorrectly. If you're doing one at a time, you should see a progress bar. If you're cooking them in the pot, you need to make sure you place them in the slot in the campfire, not just on the campfire, cause that won't do anything. You also need water in the cooking pot. As far as the time it takes for sickness to affect you...it's still a video game. Everything is still an abstract and has to be sped up somewhat. There's never going to be "true realism", otherwise it would take days for things to affect your character. You can actually build walls to fortuity existing structures. It's not as elegant as simply boarding up windows, but it completely works. Check out this video. The relevant stuff starts at the 5:50 mark. I wouldn't call that apple tree thing an exploit. Going back and forth to an apple tree every 15 minutes just to get apples sounds like pretty much how the Central Loot Economy works. By that math, it would you take an hour to get, what, 6 or 7 apples? And again, it's an abstraction of what looting an apple tree would be like. A big apple tree is probably going to have more than one apple in it.
  14. thepoey

    Console Update 1.05

    @Greensek I lost hours of progress last night because a car decided to Harry Potter out of control when I hit the gas pedal. This is seriously absurd. Seriously, why the hell is this still happening? If cars can't consistently perform the way they should, they need to be taken out of the game. I know cars are a problem, and driving them is a gamble, but it really shouldn't be, and it's not crazy for me to expect basic features of the game to just fucking work. My patience with this game's development cycle is pretty much gone. I've been playing this game since pretty much the launch of Early Access, and I've defended and supported it in every possible way, but, there's simply no palatable reason for performance to be this bad. It's almost a year into "release" and desync and cars are STILL this game breaking? You've made some incredible strides with this game over the course of development, with frame rate, inventory, enhanced survival features, the new player controller, the overall map design, but there's still SO MUCH lacking in terms of performance, and basic interactivity with vehicles should not be this broken at this stage in the game's life. There's no excuse for it. Whatever is causing cars to be this much of a gamble should be the only issue worked on right now. Do you realize that this stuff is killing this game's already dwindling playerbase? I've been a long time player and supporter, and if my tolerance for this crap is pretty much gone, how do you think someone that just picks up the game on Xbox Live or PS4 is going to react? If some new player spends hours getting a car to work, only to have it wreck and destroy all of their progress because of some weird lag, why would they ever pick this game up again? I just want this game to work. I know the Dev Team is "aware" of these issues, but that doesn't mean a damn thing if the issues aren't actually resolved. @Greensek, @ImpulZ are you at least able to provide the community with some kind of insight as to what The Dev team thinks is causing cars to behave like this, and what possible solutions are being taken to fix it? This has been an issue with this game since cars first hit Early Access, so I am honestly very doubtful that it's going to be rectified any time soon, if at all, but maybe there's stuff going on you can illuminate for us?
  15. thepoey

    Console Update 1.05

    What's the deal vehicles? It seems like it's clearly a server related issue, but it's been plaguing this game on PC for years, and those problems seem to have transferred over to console. I'm sure the Dev Team is well aware of the issues, but it's 2019. How is this STILL a problem? There's seriously no excuse for it anymore. If vehicles can't perform as they should, why are they in the game? Given the massive time investment it takes to find a vehicle and get it working, it is beyond unacceptable that in all likelihood, driving one will cause you to die. What's being done about it?
  16. thepoey

    Experimental Update 1.0.150192

    There's nothing inherently wrong with having an Experimental Branch to allow players that want to the option to test out new things, and give Devs a chance to see how updates work in the wild. Lots of games do this. You don't have to do anything. Just wait for it to come to Stable. But if you want to, it's there.
  17. thepoey

    Experimental Update 1.0.150053

    Really hope this doesn't end up in a character wipe. EXP has been loads more stable for me than, well, stable, and I've been able to bank a lot of progress. I know EXP by its very nature is more prone to wipes and stuff, but when 1.0 Stable Branch hasn't proven to be reliable, I'm going to play where it is.
  18. thepoey

    Stable Update 1.0.149974

    Bows have not been craftable for a long time, and are not in 1.0 at the moment. Will not be in the game until next year at the very least.
  19. thepoey

    Status Report - 15 Oct 2015

    I genuinely don't understand how you can interpret any of what he said as "belittling infected and their role." Understanding that a human player is ALWAYS going to be more unpredictable than any kind of AI, is not the same as nerfing zombies or making them easier. They have made their intentions clear multiple times over the course of development. Zombies will be a threat, they will be dangerous, but they won't be unstoppable, and they won't ever be a replacement for the unpredictability of a human player.
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